生物群落

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生物群落指的是泰拉瑞亚世界中可能包含的不同类型的地区。每个生物群落都包含有其自身特色的地形物块、可收集的物品、背景、背景墙敌怪小动物、主题音乐渔夫任务鱼、和其他特征。

最常见的生物群落是位于地表的森林。向左或向右走向远处最终会到达腐化之地/猩红之地沙漠雪原丛林地牢,并且在世界的最左边和最右边各有一片海洋

太空跨越了地表上方的整个世界宽度。在地表以下,有若干种地下生物群落:它们从洞穴层开始,包括地下发光蘑菇生物群落地下丛林生物群落、冰雪生物群落地下沙漠。世界的最底层是地狱

在首次击败地狱中的血肉墙后,世界转换为困难模式,会形成新的腐化区域或猩红区域,以及一个新的生物群落:神圣之地,另外还有以上这些的相应地下版本。

腐化之地、猩红之地、和神圣之地全部都是“传染性”的生物群落,会蔓延至相邻的某些物块。在进入困难模式之前,邪恶生物群落只会随着其草缓慢蔓延,但一旦困难模式开始,三种生物群落全都会直接通过大多数土壤块、蔓藤、和多刺灌木蔓延。

太空[编辑 | 编辑源代码]

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太空是出现于世界最顶上的地层:对于中世界,它处于约 700 英尺或更高区域。在这里,天空是黑暗的,即便可以看见太阳时依然如此,并且你可以看见星星,同时低重力会影响到玩家与敌怪。敌怪在太空中依然会生成,但不那么频繁。太空拥有独特的背景与音乐,以及其自身独特的敌怪——从游戏开始就有鸟妖,困难模式期间会有飞龙、火星探测器和大飞龙前代主机版3DS版

地表/地下[编辑 | 编辑源代码]

出现在洞穴层之上的生物群落功能视同地表生物群落,虽然它们经常延伸至地下,0 英尺以下,在此处会开始播放特有的地下音乐。具有不同特征的真正“地下”版本的生物群落,比如冰雪生物群落,在洞穴层深度才开始出现。

纯净 / 森林[编辑 | 编辑源代码]

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森林是最常见的地表生物群落,玩家开始新世界时通常会出现在此处。绿上生长,其上还会长出蘑菇太阳花、和。只要没有其他有效生物群落,就会出现森林。

雪原[编辑 | 编辑源代码]

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Snow biomes are winter-themed biomes predominately made of Snow and Ice Blocks. Snow falls constantly, though this is only an aesthetic effect. The Snow biome is always located opposite to the Jungle and thus on the same side of the map as the Dungeon. A minimum of 300 主机版前代主机版移动版3DS版 / 1500 电脑版 Snow or Ice Blocks are required for an area to count as a Snow biome.

沙漠[编辑 | 编辑源代码]

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Deserts are large expanses of Sand that require at least 1000主机版前代主机版移动版3DS版/1,500电脑版 Sand or other Desert-themed blocks. They are common between Forests.

腐化和猩红[编辑 | 编辑源代码]

BiomeBannerCorruption.png
BiomeBannerCrimson.png

A world will always generate with an Evil Biome – either Crimson or Corruption, but never both. 电脑版 The only exception is when the seed 05162020 is used, as both Corruption and Crimson appear there. Each are hazardous biomes that offer access to important loot, crafting materials, and bosses. On the 电脑版 电脑版主机版 主机版, the player is able to choose which world evil will appear in their world in any world 电脑版 / provided they have defeated the Wall of Flesh on a separate world 主机版. By default, it is a 50/50 chance of which one is randomly selected during world generation.

  • The Corruption follows a rotten theme and features vertical chasms, Shadow Orbs, and Demon Altars. They require at least 200主机版前代主机版移动版3DS版/300电脑版 Corrupt Grass or other Corrupt blocks.
  • The Crimson follows a gory theme and features angled passages, Crimson Hearts, and Crimson Altars. They require at least 200主机版前代主机版移动版3DS版/300电脑版 Crimson Grass or other Crimson blocks.

丛林[编辑 | 编辑源代码]

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The Jungle is a difficult surface biome composed of Jungle Grass, Vines, Mud and Mahogany Trees. The sky appears a vibrant green color. Mahogany Trees respawn automatically without the need to plant Acorns. The Jungle will always be located on the opposite side of the map from the Snow biome and Dungeon. A minimum of 80主机版前代主机版移动版3DS版/140电脑版 Jungle Grass or Jungle foliage is required for an area to be a Jungle biome.

地牢[编辑 | 编辑源代码]

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地牢是一个从地表向下延伸至接近地狱深度的困难迷宫。老人站在入口处,必须用他打败骷髅王后才能进入内部。如果未打败骷髅王之前就进入地牢到达 0 英尺以下,会生成一个或多个地牢守卫,它有着极高的防御并且能够秒杀大部分玩家。地牢中的拾取物是很稀有且宝贵的,有些不会在其他地方出现。地牢总是位于丛林的对侧,因此和雪原生物群落是在地图的同一侧。

海洋[编辑 | 编辑源代码]

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Oceans consist of a deep body of water where dangerous swimming enemies are found and Water Chests which contain ocean-themed loot. They are always located on both horizontal edges of the world.

Duke Fishron can be summoned here with a Truffle Worm. The Magic Conch can be used to teleport the player to an ocean.

蘑菇[编辑 | 编辑源代码]

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The surface version of the Glowing Mushroom biome does not occur naturally, and can only be cultivated by players using Mushroom Grass Seeds or an imported Clentaminator with Dark Blue Solution on surface-level mud.

洞穴[编辑 | 编辑源代码]

洞穴层标志着独特的地下生物群落变体开始出现,它们具有不同于地表版本的特征。

地下沙漠电脑版、主机版、和移动版[编辑 | 编辑源代码]

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地下沙漠是一种有难度的生物群落,位于地表沙漠之下。这个生物群落总是呈圆形或椭圆形,包含各种类型的蚁狮,在困难模式还会有古埃及主题的敌怪。

地下丛林[编辑 | 编辑源代码]

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地下丛林是位于地表丛林之下的一种困难的生物群落。它那密集的空腔地洞群中包含几种危险且茂密的植物,还有重要的拾取物和制作材料。在困难模式中,还能在这里开采宝贵的叶绿矿。在此生物群落中可以与三个 Boss 战斗。地下丛林总是会包含若干个蜂巢蜂王 Boss 通常在其中召唤。在打败机械 Boss 后,这里会生成世纪之花球茎,让玩家能召唤重要的 Boss 世纪之花丛林神庙也位于地下丛林中,在打败了世纪之花之后可以在其中召唤石巨人 Boss。

地下蘑菇[编辑 | 编辑源代码]

地下发光蘑菇生物群落的特点是上有发光蘑菇,并且如果洞穴中有足够高度,还会长出巨型发光蘑菇。这个生物群落还有一个独特的背景,并且是唯一能得到松露虫的地方。

冰雪[编辑 | 编辑源代码]

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The Ice biome is the Cavern layer's more dangerous portion of the Snow biome and is located beneath the surface part. Many ledges and bodies of water will have a layer of Thin Ice over them, and while these can support the player's weight they can break when landing on them with high enough speed. This can be avoided with Ice Skates, Frostspark Boots, or Terraspark Boots. Frozen Chests contain ice-themed equipment.

Glowing Moss[编辑 | 编辑源代码]

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The Glowing Moss is a biome located in the Caverns level of the world, but cannot be found under the Spawn area. Nearly every piece of Stone Block is covered in Krypton, Xenon or Argon Moss and every instance found in a single world will use the same moss variant. This biome initially starts off much larger than its counterpart the Moss Chamber. A large world has a chance to generate up to 4 instances of this biome, but is not guaranteed any. This biome has no unique enemies, but instead has regular Caverns level enemies.

地狱[编辑 | 编辑源代码]

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地狱是个困难的生物群落,位于整个世界的底部。熔岩池覆盖了大部分地形,还频繁生成危险的敌怪。这里可以采挖到狱石废墟建筑提供了宝贵的拾取物(有些在其暗影箱中)、以及独特的家具,另外,在这里还可以召唤血肉墙 Boss 以激活困难模式。在困难模式中,地狱中会生成痛苦亡魂电脑版、主机版、和移动版,可以用净化粉将其转化为税收官电脑版、主机版、和移动版 NPC


困难模式[编辑 | 编辑源代码]

困难模式生物群落的生成或转化是游戏过渡到困难模式的结果。

神圣之地[编辑 | 编辑源代码]

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The Hallow can be considered the counterpart to the Evil Biome. It is automatically created once the player activates Hardmode by defeating the Wall of Flesh. The Hallow has pastel-colored imagery but is nevertheless highly difficult. It requires at least 100主机版前代主机版移动版3DS版/125电脑版 Hallowed Grass or other Hallowed blocks to form a Hallow biome.

地下神圣之地[编辑 | 编辑源代码]

BiomeBannerUndergroundHallow.png

地下神圣之地位于地表神圣之地下方,开始于洞穴层。它拥有不同于地表世界神圣之地的配乐,并且包含更加困难的敌怪和更有价值的物品,比如光明之魂水晶碎块

地下腐化之地[编辑 | 编辑源代码]

BiomeBannerUndergroundCorruption.png

The Underground Corruption is created in the Cavern layer upon defeating the Wall of Flesh. It is not necessarily located beneath pre-Hardmode surface Corruption biomes. While it shares the theme with the surface Corruption, it has different enemies and a different soundtrack (a mix of the regular Underground and Corruption soundtrack). It is the only place to obtain Souls of Night, which is occasionally dropped by all enemies.

地下猩红之地[编辑 | 编辑源代码]

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地下猩红之地是地下腐化之地的替代版本,其功能和生成的方式大体是相同的。地下猩红之地,就像腐化之地变体一样,偶尔会有敌怪掉落暗影之魂。它是唯一一个敌怪会掉落灵液的地方。

腐化沙漠/猩红沙漠和神圣沙漠[编辑 | 编辑源代码]

当世界进入困难模式时,世界中的一些沙漠会变得腐化猩红、或神圣。它们有自己的背景,并会生成拥有独特掉落的独特版本的木乃伊被替换为黑檀沙猩红沙、或珍珠沙。困难模式之前的世界有可能在生成时就有腐化或猩红沙漠。

迷你生物群落[编辑 | 编辑源代码]

此类中的生物群落往往在数量和规模上都很小。它们有独特的特征和怪物。

蜂巢[编辑 | 编辑源代码]

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蜂巢位于地下丛林中。蜂巢是由蜂巢块构成并且含有蜂蜜,通常还会有幼虫。摧毁幼虫会召唤蜂王 Boss。打破蜂巢块可能会生成蜜蜂和/或一些蜂蜜。偶尔会有两三个蜂巢互相挨着。

花岗岩洞电脑版、主机版、和移动版[编辑 | 编辑源代码]

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花岗岩洞是完全由花岗岩块组成的洞穴区域。通常相当宽敞,散布着岩架和平台。花岗岩洞包含花岗岩主题的敌怪,比如花岗岩巨人花岗精

大理石洞电脑版、主机版、和移动版[编辑 | 编辑源代码]

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大理石洞是完全由大理石块组成的洞穴区域。大理石洞包含古希腊主题的敌怪,比如蛇发女妖装甲步兵

墓地电脑版[编辑 | 编辑源代码]

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The Graveyard is formed around large clusters of Gravestones. Graveyards generate Ecto Mist and spawn enemies such as Ravens, Ghosts and Maggot Zombies. NPC's who have homes in a Graveyard may sell unique items.

绿洲电脑版[编辑 | 编辑源代码]

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The Oasis is a mini-biome that spawns in the Desert. It consists of palm trees surrounding a pool of water in the center.

丛林神庙[编辑 | 编辑源代码]

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The Jungle Temple is a large, nearly impenetrable structure that spawns deep in the Underground Jungle. It is filled with powerful enemies and is only accessible after defeating Plantera, using the Temple Key she drops to open the door. In the largest chamber, there is a Lihzahrd Altar to spawn Golem. You can spawn him by using a Lihzahrd Power Cell. Note that there are few other ways to enter the temple.

陨石[编辑 | 编辑源代码]

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When the player 电脑版 defeats the Eater of Worlds or Brain of Cthulhu / 主机版前代主机版移动版3DS版 breaks a Shadow Orb or Crimson Heart, there is a 50% chance that within the next day at midnight the game will spawn a Meteorite and display the message "A meteorite has landed!". The meteor will crash into land and convert the area into a crater with three layers; blocks in the innermost area will be deleted without dropping anything; surrounding this all blocks around the empty area will be converted into Meteorite ore; in a much larger radius outside this mass of ore, only occasional blocks similarly converted. Meteorite ore will afflict the player with the Burning debuff on contact, unless they either have an accessory to nullify its effects, or are under the effect of an Obsidian Skin Potion. Mining Meteorite requires 50% pickaxe power, i.e. a Tungsten Pickaxe, Gold Pickaxe, or better is mandatory. Meteor Heads (3DS版 and, in Hardmode, Lava Bats) override all native enemies of the biome the meteor crashed into.

蜘蛛洞[编辑 | 编辑源代码]

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蜘蛛洞的特征是黑色的背景墙和充满整个区域的大量蛛网。此生物群落中在困难模式之前会生成爬墙蜘蛛,而困难模式中则是生成黑隐士蛛网会迅速生长恢复,这是此生物群落的独特的特点。蜘蛛巢是唯一能发现蛛丝箱的地方,因此是唯一能得到蛛丝吊索的地方。发型师 NPC 也出现在此生物群落中。


Town 电脑版[编辑 | 编辑源代码]

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城镇 是一种玩家创建的迷你生物群落,要求是一定范围内存在3个或以上的NPC。除了事件时,城镇会完全抑制敌怪生成。城镇生物群落只要求NPC存在,不要求NPC有房屋。

微观生物群落[编辑 | 编辑源代码]

这些生物群落有独特的图格或建筑物,但没有独特的怪生成。

露营地电脑版、主机版、和移动版[编辑 | 编辑源代码]

Campsite.png

露营地出现在地下洞穴层,通常包含篝火银币堆、和骷髅遗骸的背景物体。露营地有 12 - 20 格宽,但并不那么高。

Flower Patch 电脑版[编辑 | 编辑源代码]

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A Flower Patch is a small patch of Surface ground densely populated by Flowers.

宝石洞[编辑 | 编辑源代码]

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宝石洞充满了一种或多种宝石的浓缩矿床,并具有点缀着宝石洞中出现的同色宝石的独特背景(宝石墙)。

苔藓腔[编辑 | 编辑源代码]

Moss Chamber.jpg

出现于地下和洞穴层的微观生物群落,包含一种颜色的苔藓和与之匹配的背景墙。

薄冰地电脑版、主机版、和移动版[编辑 | 编辑源代码]

Thin ice patch.png

出现在冰雪生物群落中的微观生物群落,完全由薄冰组成,偶尔会夹杂有脉。

宝藏室[编辑 | 编辑源代码]

宝藏室在世界创建时产生,以人造建筑的样子出现。它们一般都含有拾取物和家具

附魔剑冢电脑版、主机版、和移动版[编辑 | 编辑源代码]

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The Enchanted Sword Shrine houses an Enchanted Sword, an Arkhalis主机版前代主机版移动版3DS版, a Terragrim 电脑版, or a fake sword. Every shrine will contain one breakable background sword sprite, which has a 2/3 chance of being a fake sword and a 1/3 chance of being a real sword, which has a 1/10 chance of dropping the Arkhalis 主机版前代主机版移动版3DS版 or Terragrim 电脑版, instead of the Enchanted Sword, when destroyed.

漂浮岛[编辑 | 编辑源代码]

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Floating Islands are independent masses of land in the sky. There are 2 different types, sky lakes and sky islands. They contain a Skyware Chest with valuable loot. They contain loot like the Starfury sword, the Shiny Red Balloon, and a Lucky Horseshoe. Sometimes on the island you can find deposits of ore. There can be up to 9 islands per world. In Small worlds there are usually about 2-4, in Medium worlds there are about 4-6, and in Large worlds, there are about 6-9 of them.

丛林神龛[编辑 | 编辑源代码]

Shrine.png

丛林神龛是小型的砖建筑,通常只包含单独的一个常春藤箱和一个光源。它们出现于地下丛林且在一个生物群落中可能会出现多个。

生命树[编辑 | 编辑源代码]

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生命树是巨大茂密的树,由前景块组成(与之相对的是常规的背景)。砍掉此树会产生常规的木材,而树叶部分不会生成任何东西。一些生命树可能是空心的并深入地下。里面会有内含相关拾取物的生命木箱,还有生命木家具。不保证每个世界都会生成生命树。

生命红木树[编辑 | 编辑源代码]

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生命红木树是生成在地下丛林中的大树。砍伐这些树会生成红木,而树叶不会生成任何东西。它们总是会有中空的树干,里面有一个常春藤箱。

金字塔[编辑 | 编辑源代码]

Pyramid.png

在世界创建时,偶尔会在沙漠中生成金字塔。它们由沙岩砖构成,包含一条狭窄的通道。宝藏室中有Coin Stashe、花瓶、和一个含有独特拾取物的金箱。还会有一条通道通向底部的洞穴。

废墟建筑[编辑 | 编辑源代码]

RuinedHouse.jpg

废墟建筑在世界创建时生成于地狱的中间 50% 内。它们是多层高楼,用黑曜石砖狱石砖建造,有一些缺失的部分,形成“废墟”外观。它们有时会部分淹没于熔岩中,在其墙壁外面常常包含狱石矿脉。

地下小屋[编辑 | 编辑源代码]

Ice Chest Terraria.png

地下小屋出现在洞穴层中。它们通常是木制建筑,满是布满灰尘的破旧家具,还有宝箱、花瓶,偶尔会有还可使用的家具和装饰品。从 1.3.0.1电脑版、主机版、和移动版 开始,地下小屋会用代表着其生物群落的物块生成。

Purify the area if it is corrupt or crimson, and fix it up, and add the NPCs requirements, and the NPCs will move in.

已移除的生物群落[编辑 | 编辑源代码]

以下两种生物群落在移动版 1.3.0.7 更新中被移除:

心之神龛[编辑 | 编辑源代码]

Heart Shrine.png

Heart Shrines were heart-shaped caves sometimes found in Snow biomes. They held two Crystal Hearts and a chest that contained heart-themed items for the valentine's day celebration event.

丛林神殿[编辑 | 编辑源代码]

Jungle Sanctum.png

丛林神殿是在丛林中偶尔出现的建筑物。丛林神殿是大号版本的丛林神龛,包含若干Coin Stashe,还有一个包含若干丛林主题物品的常春藤箱

混合生物群落[编辑 | 编辑源代码]

虽然许多基本生物群落出现于世界生成之时,或由事件触发出现,但与此同时,杂化的生物群落则可能通过困难模式中的世界机制或玩家的行为而生成。

混合生物群落[编辑 | 编辑源代码]

混合生物群落的产生是因为某些区域中同时有多个生物群落的要求得以满足。最简单的例子是神圣、猩红或腐化沙漠;然而,并不只有沙漠可被杂化。进入困难模式时,漂浮岛可被腐化/猩红化或神圣化,而一些渔夫任务甚至会要求到这样的高地层生物群落进行。玩家的行为也同样可以将腐化、猩红、神圣、沙漠、丛林、蘑菇、陨石、或雪原生物群落引入从地狱到天空甚至太空的任何地点。这可能会导致,比如说地狱猩红之地,在这区域里地狱和猩红敌怪都会生成。

生物群落的存在要求[编辑 | 编辑源代码]

计算需求方块的区域是以玩家为中心,主机版前代主机版移动版3DS版左右50格上42格下44格/电脑版左右85格上61格下64格 的区域。注意下表仅列出各生物群落的存在(与并存)要求,与蔓延机制无关。

名称 Block Requirements[1] 位置 兼容的生物群落
森林 地狱以上 天空、地表、地下、洞穴、海洋
Graveyard电脑版 At least 5 墓石墓石 for basic biome, 6 Tombstones for all features. Each 向日葵向日葵 requires an additional Tombstone. 任意 Any验证
腐化之地 At least 200主机版前代主机版移动版3DS版 / 300电脑版 腐化草腐化草, 黑檀石块黑檀石块, 黑檀沙块黑檀沙块, 黑檀沙岩块黑檀沙岩块电脑版、主机版、和移动版, 硬化黑檀沙块硬化黑檀沙块电脑版、主机版、和移动版, 紫冰雪块紫冰雪块, 腐化多刺灌木腐化多刺灌木, or 魔菇魔菇. Each 向日葵向日葵 requires 5 (主机版前代主机版移动版3DS版) / 40 (电脑版 pre-1.4)[2] / 80 (电脑版 since 1.4) more of the above blocks and each hallow block requires 1 more of the above blocks. 任意 除了森林、陨石、或神圣之地
猩红之地 At least 200主机版前代主机版移动版3DS版 / 300电脑版 猩红草猩红草, 猩红石块猩红石块, 猩红沙块猩红沙块, 猩红沙岩块猩红沙岩块电脑版、主机版、和移动版, 硬化猩红沙块硬化猩红沙块电脑版、主机版、和移动版, 红冰雪块红冰雪块, or 猩红多刺灌木猩红多刺灌木. Each 向日葵向日葵 requires 5 (主机版前代主机版移动版3DS版) / 40 (电脑版 pre-1.4)[2] / 80 (电脑版 since 1.4) more of the above blocks and each hallow block requires 1 more of the above blocks. 任意 除了森林、陨石、或神圣之地
蘑菇 超过 100 格蘑菇草蘑菇草发光蘑菇发光蘑菇(长大)、或巨型发光蘑菇巨型发光蘑菇(地下) 任意 除了森林或陨石
丛林 At least 80主机版前代主机版移动版3DS版 / 140电脑版 丛林草丛林草, 丛林孢子丛林孢子, 大自然的恩赐大自然的恩赐, 丛林蜥蜴砖丛林蜥蜴砖, or 丛林蔓藤丛林蔓藤 (or, on 电脑版 电脑版, 蜂巢蜂巢) 任意 除了森林或陨石
神圣之地 At least 100主机版前代主机版移动版3DS版 / 125电脑版 神圣草神圣草, 珍珠石块珍珠石块, 珍珠沙块珍珠沙块, 珍珠沙岩块珍珠沙岩块电脑版、主机版、和移动版, 硬化珍珠沙块硬化珍珠沙块电脑版、主机版、和移动版, or 粉冰雪块粉冰雪块. Each corruption block or crimson block requires 1 more of the above blocks. 任意 除了森林、陨石、腐化之地、或猩红之地
沙漠 More than 1,000主机版前代主机版移动版3DS版 / 1,500电脑版 沙块沙块, 黑檀沙块黑檀沙块, 珍珠沙块珍珠沙块, 猩红沙块猩红沙块, 硬化沙块硬化沙块电脑版、主机版、和移动版, 硬化黑檀沙块硬化黑檀沙块电脑版、主机版、和移动版, 硬化珍珠沙块硬化珍珠沙块电脑版、主机版、和移动版, 硬化猩红沙块硬化猩红沙块电脑版、主机版、和移动版, 沙岩块沙岩块电脑版、主机版、和移动版, 黑檀沙岩块黑檀沙岩块电脑版、主机版、和移动版, 珍珠沙岩块珍珠沙岩块电脑版、主机版、和移动版, or 猩红沙岩块猩红沙岩块电脑版、主机版、和移动版 任意 除了森林或陨石
Ocean At least 1,000 block spaces of 水 Lateral: Within 338 tiles (676 feet)[3][4] from either edge of the map Not Meteorite, Corrupt Desert, Crimson Desert, or Hallowed Desert
Vertical: Above roughly the midpoint (电脑版) / start (主机版移动版3DS版)[5][4] of the Underground layer
雪原 At least 300主机版前代主机版移动版3DS版 / 1500电脑版 雪块雪块, 雪砖雪砖, 冰雪块冰雪块, 薄冰薄冰, 紫冰雪块紫冰雪块, 粉冰雪块粉冰雪块, or 红冰雪块红冰雪块. 任意 除了陨石或沙漠
陨石 At least 50主机版前代主机版移动版3DS版 / 75电脑版 陨石陨石 任意
地牢 At least 250 地牢砖地牢砖地牢砖地牢砖 and a naturally-placed Wall other than Dirt Wall[6] (on 电脑版 电脑版, this must be a naturally-placed Dungeon Brick Wall) 低于 -4 英尺
  1. 信息来自电脑版 电脑版 1.4.0.5 源代码,method UpdateBiomes() in Terraria.Player.cs and method ExportTileCountsToMain() in Terraria.SceneMetrics.cs
  2. 2.0 2.1 信息来自电脑版 电脑版 1.3.5.3 源代码,method PreRenderPhase() in Terraria.Lighting.cs这可能已经不准确,因为电脑版 电脑版的当前版本已经是 1.4.0.5。
  3. Players cannot come within 41 tiles from the absolute edge of the map. Thus, from a player's perspective, the oceans end roughly 338 tiles (686 feet) from either lateral end, but technically they actually end 380 tiles (760 feet) from either end. 信息来自电脑版 电脑版 1.4.0.5 源代码,method BordersMovement() in Terraria.Player.cs
  4. 4.0 4.1 信息来自电脑版 电脑版 1.4.0.5 源代码,method oceanDepths() in Terraria.WorldGen.cs
  5. On 电脑版 电脑版, the Ocean vertically ends at a point 40 tiles (80 feet) deeper than the middle of the Underground layer. On 主机版移动版3DS版 other versions, the Ocean vertically ends at a point 10 tiles (20 feet) deeper than the start of the Underground layer - i.e. ending at a depth of approx. 23', as shown by a Depth Meter.
  6. Note that the requirement for naturally-placed Walls makes a synthetic Dungeon biome nearly impossible and, if accomplished, it would be unable to spawn Hardmode Dungeon enemies or Cursed Skulls (as they require naturally-placed Dungeon Brick Walls), though it may be useful for creating a lake for farming Dungeon Crates. It appears that the only option for expanding the space in which Hardmode Dungeon enemies can spawn is by mining blocks already inside the area in which the Dungeon originally generated, without damaging any naturally-placed Walls they are covering.

备注[编辑 | 编辑源代码]

  • For Hallowed and Crimson/Corruption biome detection: There is a Hallowed value, a Crimson value, and a Corruption value. Each Hallowed block adds 1 to the Hallowed value and subtracts 1 from both the Crimson and Corruption values. Each Crimson block adds 1 to the Crimson value and subtracts 1 from the Hallowed value. Each Corruption block adds 1 to the Corruption value and subtracts 1 from the Hallowed value. This can be proven by placing 125 Hallowed blocks in an otherwise completely neutral area, observing that the area will change to Hallowed on placement of the 125th block, then that it will return to neutral on placement of a Crimson or Corruption block, then back to Hallowed on placement of an additional Hallowed block, ad infinitum.
  • For Snow biome detection: While the area functionally changes to a Snow biome at 1,500 related blocks, the background of a Snow biome will not appear until 1,501 Snow biome blocks are present.
  • 对于发光蘑菇生物群落的检测:当有 101 个相关物块存在时本区域会在功能上变为发光蘑菇生物群落,但需要存在 201 个发光蘑菇生物群落块才会让发光蘑菇生物群落背景出现。而时髦小镇成就则需要 200 格发光蘑菇生物群落物块。
  • 对于地牢生物群落的检测:游戏会检查地牢块的数量(=>250),并只检查玩家所站位置背后的单块背景墙。这块墙必须是在一开始世界创建过程中天然放置的墙。
  • 未通电物块(制动物块)将会计入生物群落的形成中。

花絮[编辑 | 编辑源代码]

  • 原本丛林(Jungle)、地狱(Underworld)、和神圣之地(Hallow)都应该有替换版本,分别称为沼泽(Swamp)、地狱(Hell)和糖果乐园(Candyland)。地狱(Hell)将基于Disney的电影《大力士(Hercules)》中的地狱。不过,随着开发人员改变方向,这些想法被抛弃了。[1]
  • If you have a supported RGB keyboard and/or mouse, the colors will change depending on the biome you're in.

历史[编辑 | 编辑源代码]

  • 电脑版 1.4.0.1
    • Oasis and Graveyard Mini-Biomes added.
    • Flower Patch, Stone Patch, Large Ore Vein and Mozaic Micro-biomes added.
    • Number of blocks required to generate a biome increased for most biomes.
    • Horizontal scan distance for determining biomes increased to 85 tiles.
    • Vertical scan distance for determining biomes increased to 61 tiles below, and 64 tiles above.

参考[编辑 | 编辑源代码]

  1. Cenx: "We had several biomes we started designing that were scrapped as we changed direction. Before the Jungle became the massive beast it is today Jimmarn had started designing sprites for a Swamp Alternative. We also had concepts for a Candyland version of the Hallow and ideas for a Hell alternative based on the color schemes from the Hell in Disney's Hercules."
    Terraria's 8th Anniversary - Ask Redigit and Cenx! May 20, 2019